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Posted (edited)
  On 11/7/2018 at 1:07 AM, Godis said:

I doubt that this is related to a faulty nif, because I can play with the new version of DynDOLOD, directly after installed it. It runs in all cells I've tested, DynDOLOD is always initialized, MCM shows everything correct and I can play without issues. Only when I save, close and reload the game, it crashes. But before that, everything runs well. Also I know for sure there's no faulty mesh in my game. I spent weeks to set it up like it is now, and crashing started happening after installing new version 2.45 / 2.46 of DynDOLOD - but as I said: AFTER I close the game and load any save that includes 2.45/2.46. Directly after the installation I can play for hours.

If there was faulty nif it would have crashed already yersterday and today straight after running the game with the new version. But it works fine, until restart.

WOuld you do me a favor? Now with the most recent version of dyndolod, please save and close the game. Then start it again and tell me if you face CTD or not. Thank you :)

 

EDIT: What? Now there is DynDOLOD 2.47?? Should I try again with that one?? Where is the changelog?

Started  a new game, ran to western watchtower, saved, loaded without problem. DId it twice, once with DynDOLOD DLL and then PapyrusUtil. Both worked.

 

The only thing that happens when loading an interior cell is a something the MCM script and the Quest script running. The Quest scripts prints out a few lines to papyrus log. The lines from DynDOLOD Quest you should see with PapyrusUtil are something like 

 

[11/07/2018 - 01:29:57AM] [sHESON_DynDOLOD_Quest ] Load DynDOLOD_Worlds.json TRUE

[11/07/2018 - 01:29:58AM] [sHESON_DynDOLOD_Quest ] Load DynDOLOD_Tamriel.json TRUE or FALSE if in interior
[11/07/2018 - 01:29:58AM] [sHESON_DynDOLOD_Quest ] Load DynDOLOD_Tamriel_Objects.json TRUE or FALSE if in interior
[11/07/2018 - 01:29:59AM] [sHESON_DynDOLOD_Quest ] Assigning INI values 2.700000

 

The changelog is were it always is: bottom of first posts and in the standalone archive docs folder.

Edited by sheson
Posted (edited)

Thank you... Weird. I didn't get CTDs too - until I updated to 2.45/2.46.. I'm going to install my old backup, then follow the whole updating procdure again and see how it goes. The changelog for 2.47 says only "fixing generating lod for Skyrim", whatever that means..


  On 11/7/2018 at 1:14 AM, DarthVitrial said:

I was never getting ctds, so that test wouldn't help. I was having an unrelated error.

Thank you... Weird. I didn't get CTDs too - until I updated to 2.45/2.46.. I'm going to install my old backup, then follow the whole updating procdure again and see how it goes. The changelog for 2.47 says only "fixing generating lod for Skyrim", whatever that means..


  On 11/7/2018 at 1:30 AM, sheson said:

Started  a new game, ran to western watchtower, saved, loaded without problem. DId it twice, once with DynDOLOD DLL and then PapyrusUtil. Both worked.

 

The only thing that happens when loading an interior cell is a something the MCM script and the Quest script running. The Quest scripts prints out a few lines to papyrus log. The lines from DynDOLOD Quest you should see with PapyrusUtil are something like 

 

[11/07/2018 - 01:29:57AM] [sHESON_DynDOLOD_Quest <DynDOLOD_Quest (09000911)>] Load DynDOLOD_Worlds.json TRUE

[11/07/2018 - 01:29:58AM] [sHESON_DynDOLOD_Quest <DynDOLOD_Quest (09000911)>] Load DynDOLOD_Tamriel.json TRUE or FALSE if in interior
[11/07/2018 - 01:29:58AM] [sHESON_DynDOLOD_Quest <DynDOLOD_Quest (09000911)>] Load DynDOLOD_Tamriel_Objects.json TRUE or FALSE if in interior
[11/07/2018 - 01:29:59AM] [sHESON_DynDOLOD_Quest <DynDOLOD_Quest (09000911)>] Assigning INI values 2.700000

 

The changelog is were it always is: bottom of first posts and in the standalone archive docs folder.

Ok, thx. I will start over from last save with old version. Maybe something went wrong with the uninstall/update process...


Oh no.. Do you have a copy of the older DynDOLOD ressources? Should be v 2.44.

 

NEvermind, found them.

Edited by Godis
Posted (edited)
  On 11/7/2018 at 1:35 AM, Godis said:

Thank you... Weird. I didn't get CTDs too - until I updated to 2.45/2.46.. I'm going to install my old backup, then follow the whole updating procdure again and see how it goes. The changelog for 2.47 says only "fixing generating lod for Skyrim", whatever that means..

Generating LOD for Skyrim broke in 2.46 with the changes made for Skryim SE/VR, now it works again.

 

  On 11/7/2018 at 1:35 AM, Godis said:

Thank you... Weird. I didn't get CTDs too - until I updated to 2.45/2.46.. I'm going to install my old backup, then follow the whole updating procdure again and see how it goes. The changelog for 2.47 says only "fixing generating lod for Skyrim", whatever that means..

 

Ok, thx. I will start over from last save with old version. Maybe something went wrong with the uninstall/update process...

 

If the problem happens with a new game (also try coc whiterun from main menu, then save ... load) there seems no much use doing any tests with old saves.

 

Check Papyrus log. Use debug mode anyways to see how far it gets even.

 

I would straight go into troubleshooting mode and see if the same thing happens with new game and using DynDOLOD DLL / Papyrus Util.

 

Then disable DynDOLOD.esp and if it works, go right ahead with removing references / data from it in a 50:50 fashion until only the data causing the problem is left.

Edited by sheson
Posted

I would try debugging - if I even would be able to load a game. I've reinstalled the older version and everything is working again without a problem. Now I'm going to perform the update again, but more carefully and see how it goes.

Posted
  On 11/7/2018 at 9:07 PM, poop4 said:

any idea why v.2.47 is telling me i have too many mods because it's counting the esl-flagged esps as regular esps, (i think)? didn't have this issue in previous versions 

 

https://www.mediafire.com/file/b6ddo16vuvr8j6f/new_1.txt/file

If these plugin are not necessary for LOD creation, just disable them. DynDOLOD will only work with a total of 253 plugins activated while creation. But it's always better to disable those that are not needed for it anyway.

Posted (edited)
  On 11/7/2018 at 9:35 PM, Pickysaurus said:

Hmm so on loading the game with 2.47 it says it needs resources 2.44, I currently have 2.45 installed though.

I am going assume the message is: "DynDOLOD requires DynDOLOD plugins version 2.44". If that is not the message then you will have to reproduce the exact message and circumstance in a more qualified error report.

 

A: Either the plugins were generated with an older standalone version or the papyrus scripts from DynDOLOD Resources / DynDOLOD DLL are the wrong version. 
 
A: Make sure to generate LOD with DynDOLOD standalone version that has matching or higher version than DynDOLOD Resources / DynDOLOD DLL. Do not use DynDOLOD Resources / DynDOLOD DLL with higher version than version of DynDOLOD standalone. 
 
A: Make sure the DynDOLOD Resources / DynDOLOD DLL version is high enough for the DynDOLOD standalone that is being used. For example plugins generated with DynDOLOD standalone 2.45 require DynDOLOD Resources 2.45 / DynDOLOD DLL 2.45 
 
 
The papyrus scripts in the load order are version 2.44. You need to update them if you generated with DynDOLOD Standalone 2.45 or higher. If this happens with an existing save game but not with a new game, then make sure to follow the update procedure as explained in the manual.
Edited by sheson
Posted
  On 11/7/2018 at 10:44 PM, sheson said:

 

I am going assume the message is: "DynDOLOD requires DynDOLOD plugins version 2.44". If that is not the message then you will have to reproduce the exact message and circumstance in a more qualified error report.

 

A: Either the plugins were generated with an older standalone version or the papyrus scripts from DynDOLOD Resources / DynDOLOD DLL are the wrong version. 
 
A: Make sure to generate LOD with DynDOLOD standalone version that has matching or higher version than DynDOLOD Resources / DynDOLOD DLL. Do not use DynDOLOD Resources / DynDOLOD DLL with higher version than version of DynDOLOD standalone. 
 
A: Make sure the DynDOLOD Resources / DynDOLOD DLL version is high enough for the DynDOLOD standalone that is being used. For example plugins generated with DynDOLOD standalone 2.45 require DynDOLOD Resources 2.45 / DynDOLOD DLL 2.45 
 
 
The papyrus scripts in the load order are version 2.44. You need to update them if you generated with DynDOLOD Standalone 2.45 or higher. If this happens with an existing save game but not with a new game, then make sure to follow the update procedure as explained in the manual.

 

Thanks, that was the message. This is on a new save. I'll try a fresh install of both parts of the tool and resource and regenerate. 

Posted

Sheson, I'm pretty sure that I found my mistake now. I noticed that I disabled DynDOLOD and saved the game while two other new mods were still initializing. I've added them before because they add several new LODs to the game, but they weren't fully initliazed (also their MCMs were not yet available) when I disabled DynDOLOD. And I made the update safe in the eldergreen sanctuary cell, were DynDOLOD isn't active anyway, but therefor I didn't click to disable it. Then I removed it, opened game, made new save, closed and created DynDOLOD from scratch with the newer version. After installation I started the game, and after a short while I got a message that 3 new MCM have been reigstered. Now I know why. SOmething in the whole process wasn't good. I was able to play the game then for a long time, but when I saved, closed and reloaded it, the crashes started happening.

This time I verified that all mods were initlialized, loaded and working properly. I've tested to save and reload with the new mods and the old DynDOLOD, and it works fine, so I disabled DynDOLOD from exterior and went into a house, where I created a save and closed the game. Now creating and installing the new DynDOLOD version and I'm pretty sure it will work fine.

Posted (edited)

Aaaaand it works! :)

 

What I found else: There was a leftover from an much older DynDOLOD verison, after uninstalling it. Damn NMM didn't delete the scripts, but replaced them by relying on an old overwrite index, that included dynDOLOD version from June this year...lol. So when installing any DynDOLOD update it had overwritten these scripts, BUT one of them was still there. I don't remember the name exactly, but it ended with "_Minion" I guess. I figured that this script isn't existing anymore in newer versions. ALso there were other old files from that old version, which have been placed there as of this damn NMM overwriting rule, it accidently didn't remove months ago.

I hate NMM! Fortunately I was able to track down all of the old files, remove them and fix that damn NMM install index! If I hadn't a great running stable setup with 500+ mods, I would switch over to MO2 immediately! But for now I'll stay with it, until I really have to wipe the entire setup and create one from scratch.

However, thx for your great healp!!

Edited by Godis
Posted
  On 11/8/2018 at 2:49 AM, Godis said:

Aaaaand it works! :)

 

What I found else: There was a leftover from an much older DynDOLOD verison, after uninstalling it. Damn NMM didn't delete the scripts, but replaced them by relying on an old overwrite index, that included dynDOLOD version from June this year...lol. So when installing any DynDOLOD update it had overwritten these scripts, BUT one of them was still there. I don't remember the name exactly, but it ended with "_Minion" I guess. I figured that this script isn't existing anymore in newer versions. ALso there were other old files from that old version, which have been placed there as of this damn NMM overwriting rule, it accidently didn't remove months ago.

I hate NMM! Fortunately I was able to track down all of the old files, remove them and fix that damn NMM install index! If I hadn't a great running stable setup with 500+ mods, I would switch over to MO2 immediately! But for now I'll stay with it, until I really have to wipe the entire setup and create one from scratch.

However, thx for your great healp!!

Vortex time!

Posted (edited)
  On 11/8/2018 at 12:03 PM, Zanderat said:

Vortex time!

Definately! But not now :D Or do you think Vortex would successfully import my current setup including 500+ mods? I'm scared that it messes something up..

Edited by Godis

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